Android Developers Blog

The Google Play Developer Console makes a wealth of data available to you so you have the insight needed to successfully publish, grow, and monetize your apps and games. We appreciate that some developers want to access and analyze their data beyond the visualization offered today in the Developer Console, which is why we’ve made financial information, crash data, and user reviews available for export. We're now also making all the statistics on your apps and games (installs, ratings, GCM usage, etc.) accessible via Google Cloud Storage.

New Reports section in the Google Play Developer Console

We’ve added a Reports tab to the Developer Console so that you can view and access all available data exports in one place.

A reliable way to access Google Play data

This is the easiest and most reliable way to download your Google Play Developer Console statistics. You can access all of your reports, including install statistics, reviews, crashes, and revenue.

Programmatic access to Google Play data

This new Google Cloud Storage access will open up a wealth of possibilities. For instance, you can now programmatically:

import install and revenue data into your in-house dashboard

run custom analysis

import crashes and ANRs into your bug tracker

import reviews into your CRM to monitor feedback and reply to your users

Your data is available in a Google Cloud Storage bucket, which is most easily accessed using gsutil. To get started, follow these three simple steps to access your reports:

Note about data ownership on Google Play and Cloud Platform: Your Google Play developer account is gaining access to a dedicated, read-only Google Cloud Storage bucket owned by Google Play. If you’re a Google Cloud Storage customer, the rest of your data is unaffected and not connected to your Google Play developer account. Google Cloud Storage customers can find out more about their data storage on the terms of service page.

Today, we’re excited to give you new tools to build better apps with the rollout of Google Play services 7.3. With new Android Wear APIs, the addition of nutrition data to Google Fit, improvements to retrieving the user’s activity and location, and better support for optional APIs, there’s a lot to explore in this release.

Android Wear

Google Play services 7.3 extends the Android Wear network by enabling you to connect multiple Wear devices to a single mobile device.

While the DataApi will automatically sync DataItems across all nodes in the Wear network, the directed nature of the MessageApi is faced with new challenges. What node do you send a message to when the NodeApi starts showing multiple nodes from getConnectedNodes()? This is exactly the use case for the new CapabilityApi, which allows different nodes to advertise that they provide a specific functionality (say, the phone node being able to download images from the internet). This allows you to replace a generic NodeListener with a more specific CapabilityListener, getting only connection results and a list of nodes that have the specific functionality you need. We’ve updated the Sending and Receiving Messages training to explore this new functionality.

Another new addition for Android Wear is the ChannelApi, which provides a bidirectional data connection between two nodes. While assets are the best way to efficiently add binary data to the data layer for synchronization to all devices, this API focuses on sending larger binary data directly between specific nodes. This comes in two forms: sending full files via the sendFile() method (perfect for later offline access) or opening an OutputStream to stream real time binary data. We hope this offers a flexible, low level API to complement the DataApi and MessageApi.

We’ve updated our samples with these changes in mind so go check them out here!

Google Fit

Google Fit makes building fitness apps easier with fitness specific APIs on retrieving sensor data like current location and speed, collecting and storing activity data in Google Fit’s open platform, and automatically aggregating that data into a single view of the user’s fitness data.

To make it even easier to retrieve up-to-date information, Google Play Services 7.3 adds a new method to the HistoryApi: readDailyTotal(). This automatically aggregates data for a given DataType from midnight on the current day through now, giving you a single DataPoint. For TYPE_STEP_COUNT_DELTA, this method does not require any authentication, making it possible to retrieve the current number of steps for today from any application whether on mobile devices or on Android Wear - great for watch faces!

Google Fit is also augmenting its existing data types with granular nutrition information, including protein, fat, cholesterol, and more. By leveraging these details about the user’s diet, developers can help users stay more informed about their health and fitness.

Location

LocationRequest is the heart of the FusedLocationProviderApi, encapsulating the type and frequency of location information you’d like to receive. An important, but small change to LocationRequest is the addition of a maximum wait time for location updates via setMaxWaitTime(). By using a value at least two times larger than the requested interval, the system can batch location updates together, reducing battery usage and, on some devices, actually improving location accuracy.

For any ongoing location requests, it is important to know that you will continue to get good location data back. The SettingsApi is still incredibly useful for confirming that user settings are optimal before you put in a LocationRequest, however, it isn’t the best approach for continual monitoring. For that, you can use the new LocationCallback class in place of your existing LocationListener to receive LocationAvailability updates in addition to location updates, giving you a simple callback whenever settings might have changed which will affect the current set of LocationRequests. You can also use FusedLocationProviderApi’s getLocationAvailability() to retrieve the current state on demand.

Connecting to Google Play services

One of the biggest benefits of GoogleApiClient is that it provides a single connection state, whether you are connecting to a single API or multiple APIs. However, this made it hard to work with APIs that might not be available on all devices, such as the Wearable API. This release makes it much easier to work with APIs that may not always be available with the addition of an addApiIfAvailable() method ensuring that unavailable APIs do not hold up the connection process. The current state for each API can then be retrieved via getConnectionResult(), giving you a way to check at runtime whether an API is available and connected.

While GoogleApiClient’s connection process already takes care of checking for Google Play services availability, if you are not using GoogleApiClient, you’ll find many of the static utility methods in GooglePlayServicesUtil such as isGooglePlayServicesAvailable() have now been moved to the singleton GoogleApiAvailability class. We hope the move away from static methods helps you when writing tests, ensuring your application can properly handle any error cases.

SDK is now available!

Google Play services 7.3 is now available: get started with updated SDK now!

A new set of Android code samples, covering Android Wear, Android for Work, NFC and Screen capturing, have been committed to our Google Samples repository on GitHub. Here’s a summary of the new code samples:

This sample mimics a real world mobile and Android Wear app. It has a more refined design and also provides a practical example of how a mobile app would interact and communicate with its Wear counterpart.

The app itself is modeled after a hypothetical tourist attractions experience that notifies the user when they are in close proximity to notable points of interest. In parallel,the Wear component shows tourist attraction images and summary information, and provides quick actions for nearby tourist attractions in a GridViewPager UI component.

DeviceOwner - A Device Owner is a specialized type of device administrator that can control device security and configuration. This sample uses the DevicePolicyManager to demonstrate how to use device owner features, including configuring global settings (e.g.automatic time and time-zone) and setting the default launcher.

NfcProvisioning - This sample demonstrates how to use NFC to provision a device with a device owner. This sample sets up the peer device with the DeviceOwner sample by default. You can rewrite the configuration to use any other device owner.

NFC BeamLargeFiles - A demonstration of how to transfer large files via Android Beam on Android 4.1 and above. After the initial handshake over NFC, file transfer will take place over a secondary high-speed communication channel such as Bluetooth or WiFi Direct.

ScreenCapture - The MediaProjection API was added in Android Lollipop and allows you to easily capture screen contents and/or record system audio. The ScreenCapture sample demonstrates how to use the API to capture device screen in real time and show it on a SurfaceView.

As an additional bonus, the Santa Tracker Android app, including three games, two watch-faces and other goodies, was also recently open sourced and is now available on GitHub.

As with all the Android samples, you can also easily access these new additions in Android Studio using the built in Import Samples feature and they’re also available through our Samples Browser.

Uniforms variables in GLSL are crucial for passing data between the game code on the CPU and the shader program on the graphics card. Unfortunately, up until the availability of OpenGL ES 3.1, using uniforms required some preparation which made the workflow slightly more complicated and wasted time during loading.

Let us examine a simple vertex shader and see how OpenGL ES 3.1 allows us to improve it:

That pattern leads to having to call glGetUniformLocation for each uniform in every shader and keeping the handles or worse, calling glGetUniformLocation every frame.

Warning! Never call glGetUniformLocation every frame! Not only is it bad practice but it is slow and bad for your game’s performance. Always call it during initialization and save it somewhere in your code for use in the render loop.

This process is inefficient, it requires you to do more work and costs precious time and performance.

Also take into consideration that you might have multiple shaders with the same uniforms. It would be much better if your code was deterministic and the shader language allowed you to explicitly set the locations of your uniforms so you don’t need to query and manage access handles. This is now possible with Explicit Uniform Locations.

You can set the location for uniforms directly in the shader’s code. They are declared like this

layout(location = index) uniform type name;

For our example shader it would be:

layout(location = 0) uniform mat4 matWorldViewProjection;

This means you never need to use glGetUniformLocation again, resulting in simpler code, initialization process and saved CPU cycles.

This is how the example shader looks after the change. Changes are marked in bold:

This change is extremely simple and the improvements can be substantial, producing cleaner code, asset pipeline and improved performance. Be sure to make these changes If you are targeting OpenGL ES 3.1 or creating multiple APKs to support a wide range of devices.

To learn more about Explicit Uniform Locations check out the OpenGL wiki page for it which contains valuable information on different layouts and how arrays are represented.

You may have heard the phrase ‘the best code is no code.’ While we don’t recommend not writing any code at all, the code you do write should be adding unique value to your app rather than replicating common boilerplate code. The Android Support Library is one of the best resources for accomplishing this by taking care of the little things for you.

The latest release of the Android Support Library is no different, adding a number of extremely helpful components and changes across the Support V4, AppCompat, Leanback, RecyclerView, Palette, and Renderscript libraries. From the new AppCompatActivity and AppCompatDialog to a new guided step flow for Android TV, there’s a lot to get excited about in this release.

Support V4

The Support V4 library serves as the base of much of the Android Support Library and contains many of the classes focused on making backward compatibility much easier.

In addition, we’re making some of the internals of Palette available to all via the ColorUtils class, giving you pre-built tools to better work with colors. ColorUtils makes it easy to calculate the contrast ratio between colors, determine the minimum alpha value to maintain a minimum contrast (perfect for ensuring readable text), or convert colors to their HSL components.

This release also moves the Space widget from the GridLayout library into Support V4, making it available without requiring a separate dependency. The Space widget is a lightweight, invisible View that can be used to create gaps between components.

AppCompat

The AppCompat Support Library started with humble, but important beginnings: a single consistent Action Bar for all API 7 and higher devices. In revision 21, it took on new responsibility: bringing material color palette, widget tinting, Toolbar support, and more to all API 7+ devices. With that, the name ActionBarActivity didn’t really cover the full scope of what it really did.

In this release, ActionBarActivity has been deprecated in favor of the new AppCompatActivity. However, this wasn’t just a rename. In fact, the internal logic of AppCompat is now available via AppCompatDelegate - a class you can include in any Activity, hook up the appropriate lifecycle methods, and get the same consistent theming, color tinting, and more without requiring you to use AppCompatActivity (although that remains the easiest way to get started).

With the help of the new AppCompatDelegate, we’ve also added support for consistent, material design dialogs via the AppCompatDialog class. If you’ve used AlertDialog before, you’ll be happy to know there is also now a Support Library version in support.v7.app.AlertDialog, giving you the same API as well as all the benefits of AppCompatDialog.

The ability to tint widgets automatically when using AppCompat is incredibly helpful in keeping strong branding and consistency throughout your app. This is done automatically when inflating layouts - replacing Button with AppCompatButton, TextView with AppCompatTextView, etc. to ensure that each could support tinting. In this release, those tint aware widgets are now publicly available, allowing you to keep tinting support even if you need to subclass one of the supported widgets.

The full list of tint aware widgets at this time is:

AppCompatAutoCompleteTextView

AppCompatButton

AppCompatCheckBox

AppCompatCheckedTextView

AppCompatEditText

AppCompatMultiAutoCompleteTextView

AppCompatRadioButton

AppCompatRatingBar

AppCompatSpinner

AppCompatTextView

Lollipop added the ability to overwrite the theme at a view by view level by using the android:theme XML attribute - incredibly useful for things such as dark action bars on light activities. Now, AppCompat allows you to use android:theme for Toolbars (deprecating the app:theme used previously) and, even better, brings android:theme support to all views on API 11+ devices.

If you’re just getting started with AppCompat, check out how easy it is to get started and bring a consistent design to all of your users:

Leanback

With the Leanback library serving as the collection of best practices for Android TV apps, we’d be remiss to not make an even better 10’ experience as part of the release with the new guided step functionality.

This set of classes and themes can be used to build a multiple step process that looks great on Android TV. It is constructed from a guidance view on the left and a list of actions on the right. Each is customizable via themes with a parent of Theme.Leanback.GuidedStep or, if even more customization is needed, through custom a GuidanceStylist and GuidedActionsStylist.

You’ll also find a large number of bug fixes, performance improvements, and an extra coat of polish throughout the library - all with the goal of making the Leanback experience even better for users and developers alike.

RecyclerView

Besides a healthy set of bug fixes, this release adds a new SortedList data structure. This collection makes it easy to maintain a sorted list of custom objects, correctly dispatching change events as the data changes through to RecyclerView.Adapter: maintaining the item added/deleted/moved/changed animations provided by RecyclerView.

In addition, SortedList also supports batching changes together, dispatching just a single set of operations to the Adapter, ensuring the best user experience when a large number of items change simultaneously.

Palette

If you’ve been using Palette to extract colors from images, you’ll be happy to know that it is now 6-8 times faster without sacrificing quality!

Palette now uses a Builder pattern for instantiation. Rather than directly calling Palette.generate(Bitmap) or their equivalents, you’ll use Palette.from(Bitmap) to retrieve a Palette.Builder. You can then optionally change the maximum number of colors to generate and set the maximum size of the image to run Palette against before calling generate() or generateAsync() to retrieve the color Swatches.

Renderscript

Renderscript gives you massive compute potential and the Support Library version makes a number of the pre-defined scripts, called script intrinsics, available to all API 8+ devices. This release improves reliability and performance across all devices with an improved detection algorithm in determining whether the native Renderscript functionality can be used - ensuring the fastest, most reliable implementation is always chosen. Two additional intrinsics are also added in this release: ScriptIntrinsicHistogram and ScriptIntrinsicResize, rounding out the collection to ten.

SDK available now!

There’s no better time to get started with the Android Support Library. You can get started developing today by downloading the Android Support Library and Android Support Repository from the Android SDK Manager.

To learn more about the Android Support Library and the APIs available to you through it, visit the Support Library section on the Android Developer site.

For Jelly Button Games, understanding users is the key to creating and maintaining a successful game, particularly when growth relies on moving into overseas markets. The team makes extensive use of Google Analytics and Google BigQuery to analyze more than 3 billion events each month. By using this data, Jelly Button can pinpoint exactly where, when, and why people play their highly-rated game, Pirate Kings. Feeding this information back into development has driven active daily users up 1500 percent in just five months.

We caught up with Mor Shani, Moti Novo, and Ron Rejwan — some of the co-founders — in Tel Aviv, Israel, to discover how they created an international hit and keep it growing.

Learn about Google Analytics and taking your game to an international audience:

Analyze — discover the power of data from the Google Play Developer Console and Google Analytics.

Query — find out how Google BigQuery can help you extract the essential information you need from millions or billions of data points.

Localize — guide the localization of your app with best practices and tools.

You’ve invested time and effort into making your app an awesome experience, and we want to help people find the great content you’ve created. App Indexing has already been helping people engage with your Android app after they’ve installed it — we now have 30 billion links within apps indexed. Starting this week, people searching on Google can also discover your app if they haven’t installed it yet. If you’ve implemented App Indexing, when indexed content from your app is relevant to a search done on Google on Android devices, people may start to see app install buttons for your app in search results. Tapping these buttons will take them to the Google Play store where they can install your app, then continue straight on to the right content within it.

With the addition of these install links, we are starting to use App Indexing as a ranking signal for all users on Android, regardless of whether they have your app installed or not. We hope that Search will now help you acquire new users, as well as re-engage your existing ones. To get started, visit g.co/AppIndexing and to learn more about the other ways you can integrate with Google Search, visit g.co/DeveloperSearch.

There are thousands of Android developers creating experiences for families and children — apps and games that broaden the mind and inspire creativity. These developers, like PBS Kids, Tynker and Crayola, carefully tailor their apps to provide high quality, age appropriate content; from optimizing user interface design for children to building interactive features that both educate and entertain.

Google Play is committed to the success of this emerging developer community, so today we’re introducing a new program called Designed for Families, which allows developers to designate their apps and games as family-friendly. Participating apps will be eligible for upcoming family-focused experiences on Google Play that will help parents discover great, age-appropriate content and make more informed choices.

Building the next great Android app isn't enough. You can have the most amazing social integration, best API coverage, and coolest photo filters, but none of that matters if your app is slow and frustrating to use.

Created by Android Performance guru Colt McAnlis, this course reviews the main pillars of performance (rendering, compute, and battery). You'll work through tutorials on how to use the tools in Android Studio to find and fix performance problems.

By the end of the course, you'll understand how common performance problems arise from your hardware, OS, and application code. Using profiling tools to gather data, you'll learn to identify and fix performance bottlenecks so users can have that smooth 60 FPS experience that will keep them coming back for more.

What if there was a way for drivers to stay connected using your messaging app, while keeping their hands on the wheel and eyes on the road?

Android Auto helps drivers stay connected, but in a more convenient way that's integrated with the car. It eliminates the need to type and read messages by replacing these activities with a voice controlled interface.

Enabling your messaging app to work with Android Auto is easy. Developers like Skype and textPlus have already done so. Check out this DevByte for an overview of the messaging APIs, and see the developer training guide for a deep dive. Read on for a look at the key steps involved.

Message notifications on the car’s display

When an Android 5.0+ phone is connected to a compatible car, users receive incoming message notifications from Auto-enabled apps on the car’s head unit display. Your app runs on the phone, but is controlled by the car. To learn more about how this works, watch the Introduction to Android Auto DevByte.

If your app already uses notifications to alert the user to incoming messages, it’ll be easy to extend these for Auto. It takes just a few lines of code, and you won’t have to change how your app works on the phone.

There are a couple small differences between message notifications on Auto vs. a phone. On Auto, a preview of the message content isn’t shown, because messaging is driven entirely by voice. Second, message notifications are backed by a conversation object. This is simply a collection of unread messages from a particular sender.

Decorate your notification with the CarExtender to add support for the car. Next, use the UnreadConversation.Builder to create a conversation, and populate it by iterating over your app's unread messages (from a certain sender) and adding them to the conversation. Pass your conversation object to the CarExtender, and you’re done!

Tap to hear messages

Tapping on a message notification plays it back on the car's sound system, via text to speech. This is handled automatically by the framework; no additional code is required. Pretty cool, right?

In order to know when the user hears a message, you provide a PendingIntent that’s triggered by the system. That’s one of just two intents you’ll need to handle to enable your app for Auto.

Reply by voice

Voice control is the real magic of Android Auto. Users reply to messages by speaking, via voice recognition. This is far faster and more natural than typing.

Enabling this functionality is as simple as adding a RemoteInput instance to your conversation objects, before you issue the notification. Speech recognition is handled entirely by the framework. The recognition result is delivered to your app as a plain text string via a secondPendingIntent.

Next Steps

Make your messaging app more natural to use in the car by enabling it for Android Auto. Now drivers can stay connected, without typing or reading messages. It just takes a few lines of code. To learn more visit developer.android.com/auto